I did want this to be part of Reunion R02, but it will have to wait for a little while. In the meantime, let me update you where this mod is at:

Very little has been changed since last time- mainly updates to stop it conflicting with the upcoming Reunion R02. This mod was going to serve as a temporary solution until NFITC1 and Obesebear's mod was complete, but it now looks like that mod will never be finished due to the enormous effort that would be needed altering assembly. For that reason, this mod is back in a more permanent fashion.

However, my assembly skills are not up there with the best. NFITC1, Aali and Dziugo (sadly AWOL), or someone else, may be able to solve the following issue I have:

In order to get the Knights of the Round Summons to stop flickering, I have created a rather sloppy workaround. See the download. Unfortunately, it seems that other models in the game suffer from this issue (the issue exists because I am using the pause variable, and in the original game (including PSX), there is a bug with models disappearing when pause is used).

At the moment, the only way I can stop these models disappearing is to add their function to the list of exceptions, the same as Knights of Round (which needed 13 function exceptions, one for each knight... sigh).

To chime in on the one NFITC1 and I were doing, my part is finished. Even if more work pops up that I would be capable of, I simply no longer have the time. I don't have the knowledge necessary to fix the action scripts nor the summons (nor interpolate textures if possible). The finale of the project is left to NFITC1 or anyone else with good programming knowledge to finish what we started.

It's a shame too. We were on such a good roll at the end, and so nearly finished.

The reason I've been silent lately is because my laptop has been faulty for a long time and making any sort of reversing just painful. Long story short I finally got it fixed and had a chance to reexamine this.

Summons actually occupy the space in memory dedicated to battle actor 3. This is the battle actor that can hold global scripts. So summons are actually just actors with one animation. This means that it's animated like any other model and has an animation script associated with it. Usually this is just "do your animation and get out". For the Knights, however, they are 13 different models that are being swapped out over and over so their script is a little more complicated than that. This is also why you never see two at the same time and why they conveniently fly off camera after they're done. They just disappear and the next one just appears.

Anyway. The pause method is, sadly, doomed to fail because they are not rendered by the same process that renders the rest of the actors. Summons are this weird hybrid of 3D animation and actor so they are drawn differently. Like all 3D animations, they get drawn by the 3D Render handler per frame. Limiting the invocation of this, however, causes them to flicker.

"Why does this happen to summons and not other 3D renders", you ask? Because 3D animation renders are not invalidated every frame. Actors are. There is some function, somewhere, that causes the render engine to consider all actors' renders old at the end of every frame so they don't ghost (like Kimera's "Overlap last frame ghost" option).

"Why the flicker?" Because when paused, the 3D effect render engine pauses, which stops the invalidation of 3D effects, but the actor invalidation engine continues. I'm sure there was a reason for this to happen in the first place, but it's causing problems with this.